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2015-07-06BGE: Fix T45341: Crash when camera is eliminatedJorge Bernal
A null check is added to avoid crashes when the camera is removed during the game and no other is available
2015-07-06BGE Fix T45207: Camera actuator shakes with low heightSybren A. Stüvel
The camera-aiming code was using a near-zero-length cross product, which caused oscillations. Thresholding on the cross product length seems to fix this. Reviewers: lucky3, Matpi, lordloki Reviewed By: lordloki Projects: #game_engine Differential Revision: https://developer.blender.org/D1387
2015-07-03BGE: Extend Python API for KX_BlenderMaterial (specular, diffuse…)Porteries Tristan
Add support for material diffuse, specular… in KX_BlenderMaterial python proxy. And use mathutils in KX_BlenderMaterial for the specular and diffuse color in KX_BlenderMaterial. Reviewers: sybren, brita_, kupoman, agoose77, dfelinto, moguri, campbellbarton, hg1 Reviewed By: moguri, campbellbarton, hg1 Subscribers: dfelinto Projects: #game_engine Differential Revision: https://developer.blender.org/D1298
2015-07-02Game Engine: Camera Lens Shift: support to change it during gameDalai Felinto
2015-07-02BGE: Fix T45196 armature action on libloading.Porteries Tristan
2015-07-01BGE: Fix T44069 playing action during libfree.Porteries Tristan
2015-06-29Fix 73841 : Game Engine - Camera Lens ShiftDalai Felinto
This is essential for video projection, and the alternative until now was to manually change the projection matrix via Python. ( http://www.blender.org/manual/game_engine/camera/introduction.html#camera-lens-shift - this page will be removed as soon as I commit this) Also this is working for perspective and orto cameras BUT if the sensor is not AUTO it will only look correct in blenderplayer (this is an unrelated bug, but just in case someone runs into it while testing this, now you know why you got the issue). Kudos for the BlenderVR project for supporting this feature development. Differential Revision: https://developer.blender.org/D1379
2015-06-28BGE: added clamping of angular velocity.Sybren A. Stüvel
Angular velocity clamping was missing from the BGE. It is implemented similarly to the linear velocity clamping. It is needed to be able to drive physical simulations of systems that have a limited rotational speed. Reviewed by: campbellbarton, panzergame, ton Differential Revision: https://developer.blender.org/D1365
2015-06-24BGE: Fix color used as background in VideoTexture.Quentin Wenger
Now we use color converted (if we do a color management) by the setter for background color in VideoTexture (ImageRender & ImageMirror). Reviewers:panzergame
2015-06-22BGE: Fix T45110, T44174, armature animations update and mirror render.Porteries Tristan
Reveiwers:Moguri, Matpi, youle
2015-06-20BGE: Fix T38030: wrong vertex index returned by KX_PolyProxyPorteries Tristan
Fix T38030. In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index. Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1 Reviewed By: agoose77, hg1 Projects: #game_engine Maniphest Tasks: T38030 Differential Revision: https://developer.blender.org/D1324
2015-06-20BGE Cleanup: Translation of several comments in DutchJorge Bernal
2015-06-16BGE: correct case for createConstraint keywordCampbell Barton
2015-06-15BGE: Fix T43918: adding submodule bge.app including attribute version.Porteries Tristan
This patch adds the submodule app to bge. apps contains constants similar to bpy.app, particularly version (tuple of three ints like 2.75.1). It was requested in T43918 and set as TODO. The patch also adds rst doc for the module. Reviewers: moguri, kupoman, lordloki, panzergame, campbellbarton Reviewed By: lordloki, panzergame, campbellbarton Subscribers: marcino15 Projects: #game_logic, #game_python, #game_engine Differential Revision: https://developer.blender.org/D1348
2015-06-15Fix T44704: BGE regression importing bpy.typesCampbell Barton
2015-06-15BGE: fix use after freeCampbell Barton
2015-06-13Fix for building without PythonCampbell Barton
2015-06-06Revert "BGE : KX_VertexProxy support for more than 2 UV channel."Mitchell Stokes
This reverts commit fb0dd596e9a58f095730359a11759c40ea46be44. This commit reintroduced a deprecated API that we'd rather not see in a release. A better solution is being worked on.
2015-06-05BGE: correct ftell use in LoadGlobalDictJorge Bernal
2015-06-02Fix T44919: BGE marhutils attrs leak memoryCampbell Barton
2015-05-29BGE: Fix memory leak when unable to add wheelJorge Bernal
2015-05-27BGE: Add missing m_jumping initializationThomas Szepe
2015-05-24BGE : Fix black material on meshes without materials in blenderplayer.Porteries Tristan
Blenderplayer forgot to initialize the default material (defmaterail) with function init_def_material(). This reverts also the plumber commit 2fa4a48bcef05671890fafc3fe50a8fa619f0259. Reviewers: campbellbarton
2015-05-20BGE: Use CameCase code style for KX_WorldInfo python API.Porteries Tristan
2015-05-17BGE: Fix T42244 LibLoad crash with logic brick KX_TouchSensorPorteries Tristan
I remove duplicate and wrong code which treat the special case of KX_TouchSensor. And Also the re-conversion of linked logic brick.
2015-05-15BGE: Fix T41299 Group API for child object in dupli instance group.Porteries Tristan
2015-05-15BGE: Fix stupid typo error in DupliGroupRecursePorteries Tristan
2015-05-15BGE: Cleanup : merge 3 loop in 1 in function DupliGroupRecurse.Porteries Tristan
2015-05-15BGE: Fix T44700 mesh without material in blenderplayer.Porteries Tristan
If a mesh doesn't have a material we don't initialize the mSavedData in KX_BlenderMaterial to avoid crash.
2015-05-14BGE: Fix: Double jumps are not working with character motion actuatorThomas Szepe
The actual character motion actuator triggers every frame the jump method. Adding an edge detection to trigger the jump method. Reviewers: lordloki, sybren, moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D1220
2015-05-14BGE: Code Cleanup: LOD hysteresis calculationThomas Szepe
* Cleanup duplicated code. * Remove unnecessary "this->" Reviewers: kupoman, lordloki Reviewed By: kupoman, lordloki Differential Revision: https://developer.blender.org/D1293
2015-05-12BGE: Adding material IPO support to GLSL materialsMitchell Stokes
Most of this patch was created by Daniel Stokes, I'm mostly just cleaning it up and testing it. Still todo: hardness. I need to figure out how to handle the integer -> float conversion on a dynamic uniform. Reviewers: psy-fi, brecht Reviewed By: psy-fi Subscribers: psy-fi Differential Revision: https://developer.blender.org/D511
2015-05-10BGE: Fix T43822 Videotexture does not use sky color for off-screenJorge Bernal
rendering Make scene background color as default for render-to-texture instead of current blue color (0, 0, 255). It is very useful for mirrors setups. Reviewers: moguri, ben2610, sybren, panzergame, hg1 Reviewed By: panzergame, hg1, moguri Subscribers: mpan3 Differential Revision: https://developer.blender.org/D1287
2015-05-06BGE : KX_VertexProxy support for more than 2 UV channel.Porteries Tristan
I have added an optional named "index" argument for methode get/setUV, I have also modified the and set to deprecated methodes setUV2 and getUV2 : the doc was wrong and the methode can't be called anyway because it declared as VARARG in the .h and convert directly the args value to a vector in the .cpp. Reviewers: sybren, lordloki, hg1 Reviewed By: lordloki, hg1 Subscribers: agoose77 Differential Revision: https://developer.blender.org/D1240
2015-05-04BGE: Added 'ghost' arg to KX_GameObject.suspendDynamics() methodSybren A. Stüvel
The implementation of this 'ghost' argument already existed in the C++ source, but wasn't exposed to Python yet.
2015-04-26BGE : addObject in python without reference object.Porteries Tristan
Making the reference argument optional for the addObject function. ``` scene.addObject("Cube") ``` This allows to keep the rotation, scale and position of the original object. To avoid layer problems with lights if the reference arguments is None, the new object have the same layer than the active layers in scene. Reviewers: lordloki, moguri, hg1, sybren Reviewed By: hg1, sybren Subscribers: agoose77 Projects: #game_engine Differential Revision: https://developer.blender.org/D1222
2015-04-24BGE : fix bugs with physics collision mask/groupPorteries Tristan
Currently there are bugs with physics objects in inactive layers, character and softbody. I added a function in CcdPhysicsEnvironement to know if a physics controller is currently active and for soft body I added the correct function in UpdateCcdPhysicsController to re-add a softbody in the dynamics world. The bug was introduced in D1243 commit 3d55859 Reviewers: hg1, scorpion81, lordloki, moguri, agoose77, sergof Reviewed By: sergof Subscribers: youle, moguri Differential Revision: https://developer.blender.org/D1253
2015-04-21BGE: scene.pre_draw_setup[] callbackDalai Felinto
This callback allows the user to change the camera data right before the rendering calculations. scene.pre_draw[] is not enough here, because if you want to change the camera matrices (projection/modelview) the culling test is done before that (after pre_draw_setup[] though). Reviewers: moguri, campbellbarton Differential Revision: https://developer.blender.org/D1251 Python sample code using this. The sample scene would need a default camera (not used for rendering), a dummy camera ('Camera.VR'), and two cameras ('Camera.Left', 'Camera.Right') that will be used for the actual rendering. ``` import bge def callback(): scene = bge.logic.getCurrentScene() objects = scene.objects vr_camera = objects.get('Camera.VR') if bge.render.getStereoEye() == bge.render.LEFT_EYE: camera = objects.get('Camera.Left') else: camera = objects.get('Camera.Right') vr_camera.worldOrientation = camera.worldOrientation vr_camera.worldPosition = camera.worldPosition def init(): scene = bge.logic.getCurrentScene() main_camera = scene.active_camera main_camera.useViewport = True scene.pre_draw_setup.append(callback) objects = scene.objects vr_camera = objects.get('Camera.VR') vr_camera.useViewport = True vr_camera.setViewport( 0, 0, bge.render.getWindowWidth(), bge.render.getWindowHeight() ) ```
2015-04-19BGE : Standardization of callbacks execution.Porteries Tristan
A new function (RunPythonCallBackList) to call all python functions contained in a python list was developed. This function has: - first argument is the python list of callbacks - second argument is a python list of arguments - third argument is the minimum quantity of arguments - forth argument is the maximum quantity of arguments It improves flexibility and supports *args. Reviewers: moguri, dfelinto, campbellbarton, sybren Reviewed By: campbellbarton, sybren Subscribers: sybren Projects: #game_engine Differential Revision: https://developer.blender.org/D1102
2015-04-19BGE: Support for collision group/mask from the api + activated on EndObject.Porteries Tristan
A Python API for the collision group / mask has been added: ``` KX_GameObject.collisionGroup KX_GameObject.collisionMask ``` The maximum number of collision groups and masked has been increased from eight to sixteen. This means that the max value of collisionGroup/Mask is (2 ** 16) - 1 EndObject will now activate objects that were sleeping and colliding with the removed object. This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before. Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately. Thanks to agoose77 for his help. Reviewers: scorpion81, hg1, agoose77, sergof Reviewed By: agoose77, sergof Subscribers: sergof, moguri Projects: #game_physics, #game_engine Differential Revision: https://developer.blender.org/D1243
2015-04-18BGE: Fix T43536 logic.getCurrentScene() returning wrong scene inPorteries Tristan
pre_draw and post_draw calls A simple insert of KX_SetActiveScene(scene) before pre_draw and post_draw calls solves the issue. Reviewers: dfelinto, sybren, brita_, campbellbarton, moguri, lordloki Reviewed By: moguri, lordloki Projects: #game_logic, #game_engine Differential Revision: https://developer.blender.org/D1129
2015-04-17BGE : Fix light layer checkPorteries Tristan
The layers in Blender are using a bit field for the 20 layers. The light layer value was limited to 20, so the highest usable light layer was five. The patch modify the range and add layer out of range error messages. Reviewers: sybren, hg1, moguri Reviewed By: hg1, moguri Projects: #game_engine Differential Revision: https://developer.blender.org/D1238
2015-04-15Cleanup: warnings, wsCampbell Barton
2015-04-11BGE: Add keyword arguments to createConstraint APIThomas Szepe
Added keyword arguments to createConstraint. Changed initial values for the pivod XYZ form 1 to 0.0. Changed initial values for the axis Z form 1 to 0.0. Delete the parsing for 4 parameters, because parsing only the X pivot is not necessary, also it was not working correctly (int instead of float). Reviewers: brita_, sybren, lordloki, campbellbarton, moguri Reviewed By: lordloki, campbellbarton Subscribers: campbellbarton Differential Revision: https://developer.blender.org/D705
2015-04-10BGE : Fix T43800: getScreenVect()/getScreenPosition()/modelview_matrix ↵Thomas Szepe
returns incorrect results The getScreenVect(), getScreenPosition() and modelview_matrixmethod returns an incorrect results if called after the camera has been translated on the same frame. The model view matrix will be update only once per frame with Cam->SetModelviewMatrix in KX_KetsjiEngine::RenderFrame. Using GetWorldToCamera as model view matrix to get an actual view matrix even if the camera is moved. Reviewers: sergey, dfelinto, brita_, sybren, hg1, campbellbarton Reviewed By: hg1, campbellbarton Projects: #game_engine Differential Revision: https://developer.blender.org/D1170
2015-04-08BGE : Fix T36285 Wrong viewport scale.Porteries Tristan
Fix of T36285, I just invalidate projection matrix when a camera switch to viewport mode, because we need to rewrite the projection matrix in RenderFrame. It worked with old blender version because when you use viewport render one camera is added in the camera list and initialize its projection matrix for the first time. But when we used several cameras + viewport for splitscreen we had issues. Reviewers: dfelinto, hg1, ben2610, lordloki, moguri Reviewed By: moguri Projects: #game_rendering, #game_engine Differential Revision: https://developer.blender.org/D1202
2015-04-07BGE: use tuple for returning display sizeCampbell Barton
2015-04-07BGE: New API method getDisplayDimensionsThomas Szepe
This patch adds a new API function to get the actual display dimensions in pixels. Reviewers: dfelinto, sybren, lordloki, moguri Reviewed By: lordloki, moguri Differential Revision: https://developer.blender.org/D648
2015-04-06BGE: followup of renaming parameter "other" to "reference"Sybren A. Stüvel
See commit 3e5332bb959c686cb5bc5b6007d96088d5d1bc23
2015-04-06BGE: fixed nomenclature of KX_Scene::addObject and KX_Scene::AddReplicaObjectSybren A. Stüvel
KX_Scene::addObject: Changed the parameter "other" to "reference", as "other" doesn't mean anything. KX_Scene::AddReplicaObject: Changed the parameter "parentobject" to "referenceobject", as the parameter did NOT contain a parent object in any way. Now both functions use the same kind of name for the same thing. Thanks to panzergame / Porteries Tristan.